Bah. Floor ten was looking like it'd be interesting too.
Well, synopsis time.
Orlandu: Excellent for what I needed him for: Fast damage and disabling. Giving him Item as an aftergame bonus just compounded his brokenness. Probably would have given him either a Reflect Ring or Blade Grasp for floor ten.
Nel: Not much aside from more damage and pinch healing for the main part of the dungeon, but the aftergame Tri-Emblem raised her damage to ridiculous proportions, and she'd likely have been a key player on floor ten, as she'd have been able to drop a Splitting Sky combo on someone to both kill them and deplete their MP to prevent them from doing much if raised.
Garnet: Healer with good MT magic damage to back her up. Doesn't sound like much, but this team would have gotten walled at spots if it wasn't for her summons.
Monk: Damage, damage, and more damage. Entirely one-dimensional, but works due to...
Nei: Linchpin. Took the team from above average damage to breaks-the-dungeon level offense. Being able to boost a physical team's offense to the point where they were one-rounding SSSC bosses without breaking a sweat is an impressive feat. Likely would have picked up a Mother Ocean Rune for floor ten to go with the Skunk Rune for emergency revival/healing duty, once the main threats had been dealt with.
Probably going to have another team up somewhat soon, though it's likely to just be a refinement on this one. Might hold off to see if anyone from the suggestions topic gets in first.